358 lines
9.6 KiB
Ucode
358 lines
9.6 KiB
Ucode
//=============================================================================
|
|
// KFProj_Rocket_ThermiteBore
|
|
//=============================================================================
|
|
// Thermite Bore Rifle rocket launcher harpoon
|
|
//=============================================================================
|
|
// Killing Floor 2
|
|
// Copyright (C) 2012 Tripwire Interactive LLC
|
|
//=============================================================================
|
|
class KFProj_Rocket_ThermiteBore extends KFProjectile;
|
|
|
|
var float FuseTime;
|
|
|
|
/** This is the effect indicator that is played for the current user **/
|
|
var(Projectile) ParticleSystem ProjIndicatorTemplate;
|
|
var ParticleSystemComponent ProjIndicatorEffects;
|
|
|
|
var bool IndicatorActive;
|
|
|
|
/**
|
|
Fire effects
|
|
*/
|
|
|
|
var class<KFProjectile> ResidualFlameProjClass;
|
|
|
|
var int NumResidualFlames;
|
|
|
|
/** Cone Angle to determine residual flame directions */
|
|
var float ResidualFlameHalfConeAngle;
|
|
/** Impulse modiffier apply to residual forces*/
|
|
var float ResidualFlameForceMultiplier;
|
|
|
|
simulated function TryActivateIndicator()
|
|
{
|
|
if(!IndicatorActive && Instigator != None)
|
|
{
|
|
IndicatorActive = true;
|
|
|
|
if(WorldInfo.NetMode == NM_Standalone || Instigator.Role == Role_AutonomousProxy ||
|
|
(Instigator.Role == ROLE_Authority && WorldInfo.NetMode == NM_ListenServer && Instigator.IsLocallyControlled() ))
|
|
{
|
|
if( ProjIndicatorTemplate != None )
|
|
{
|
|
ProjIndicatorEffects = WorldInfo.MyEmitterPool.SpawnEmitterCustomLifetime(ProjIndicatorTemplate);
|
|
}
|
|
|
|
if(ProjIndicatorEffects != None)
|
|
{
|
|
ProjIndicatorEffects.SetAbsolute(false, false, false);
|
|
ProjIndicatorEffects.SetLODLevel(WorldInfo.bDropDetail ? 1 : 0);
|
|
ProjIndicatorEffects.bUpdateComponentInTick = true;
|
|
AttachComponent(ProjIndicatorEffects);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Set the initial velocity and cook time
|
|
*/
|
|
simulated event PostBeginPlay()
|
|
{
|
|
Super.PostBeginPlay();
|
|
|
|
if (Role == ROLE_Authority)
|
|
{
|
|
SetTimer(FuseTime, false, 'Timer_Detonate');
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Explode after a certain amount of time
|
|
*/
|
|
function Timer_Detonate()
|
|
{
|
|
Detonate();
|
|
}
|
|
|
|
/** Called when the owning instigator controller has left a game */
|
|
simulated function OnInstigatorControllerLeft()
|
|
{
|
|
if( WorldInfo.NetMode != NM_Client )
|
|
{
|
|
SetTimer( 1.f + Rand(5) + fRand(), false, nameOf(Timer_Detonate) );
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Trace down and get the location to spawn the explosion effects and decal
|
|
*/
|
|
simulated function GetExplodeEffectLocation(out vector HitLocation, out vector HitRotation, out Actor HitActor)
|
|
{
|
|
local vector EffectStartTrace, EffectEndTrace;
|
|
local TraceHitInfo HitInfo;
|
|
|
|
EffectStartTrace = Location + vect(0,0,1) * 4.f;
|
|
EffectEndTrace = EffectStartTrace - vect(0,0,1) * 32.f;
|
|
|
|
// Find where to put the decal
|
|
HitActor = Trace(HitLocation, HitRotation, EffectEndTrace, EffectStartTrace, false,, HitInfo, TRACEFLAG_Bullet);
|
|
|
|
// If the locations are zero (probably because this exploded in the air) set defaults
|
|
if (IsZero(HitLocation))
|
|
{
|
|
HitLocation = Location;
|
|
}
|
|
|
|
if (IsZero(HitRotation))
|
|
{
|
|
HitRotation = vect(0,0,1);
|
|
}
|
|
}
|
|
|
|
/** Used to check current status of StuckTo actor (to figure out if we should fall) */
|
|
simulated event Tick(float DeltaTime)
|
|
{
|
|
super.Tick(DeltaTime);
|
|
|
|
StickHelper.Tick(DeltaTime);
|
|
|
|
if (!IsZero(Velocity))
|
|
{
|
|
SetRelativeRotation(rotator(Velocity));
|
|
}
|
|
|
|
TryActivateIndicator();
|
|
}
|
|
|
|
/** Causes charge to explode */
|
|
function Detonate()
|
|
{
|
|
local KFWeap_RocketLauncher_ThermiteBore WeaponOwner;
|
|
local vector ExplosionNormal;
|
|
|
|
if (Role == ROLE_Authority)
|
|
{
|
|
WeaponOwner = KFWeap_RocketLauncher_ThermiteBore(Owner);
|
|
if (WeaponOwner != none)
|
|
{
|
|
WeaponOwner.RemoveDeployedHarpoon(, self);
|
|
}
|
|
}
|
|
|
|
ExplosionNormal = vect(0,0,1) >> Rotation;
|
|
Explode(Location, ExplosionNormal);
|
|
}
|
|
|
|
simulated function Explode(vector HitLocation, vector HitNormal)
|
|
{
|
|
local vector HitVelocity;
|
|
|
|
HitVelocity = Velocity;
|
|
|
|
StickHelper.UnPin();
|
|
super.Explode(HitLocation, HitNormal);
|
|
|
|
// Spawn fire projectiles
|
|
if(Role < Role_Authority)
|
|
{
|
|
return;
|
|
}
|
|
|
|
SpawnResidualFlames(HitLocation, HitNormal, HitVelocity);
|
|
SpawnResidualFlame(ResidualFlameProjClass, Location, HitVelocity);
|
|
}
|
|
|
|
simulated function Disintegrate( rotator InDisintegrateEffectRotation )
|
|
{
|
|
local KFWeap_RocketLauncher_ThermiteBore WeaponOwner;
|
|
|
|
if (Role == ROLE_Authority)
|
|
{
|
|
WeaponOwner = KFWeap_RocketLauncher_ThermiteBore(Owner);
|
|
if (WeaponOwner != none)
|
|
{
|
|
WeaponOwner.RemoveDeployedHarpoon(, self);
|
|
}
|
|
}
|
|
|
|
super.Disintegrate(InDisintegrateEffectRotation);
|
|
}
|
|
|
|
simulated function SyncOriginalLocation()
|
|
{
|
|
// IMPORTANT NOTE: We aren't actually syncing to the original location (or calling the super).
|
|
// We just want to receive the original location so we can do a trace between that location and
|
|
// our current location to determine if we hit any zeds between those two locations.
|
|
// KFII-45464
|
|
|
|
local Actor HitActor;
|
|
local vector HitLocation, HitNormal;
|
|
local TraceHitInfo HitInfo;
|
|
|
|
if (Role < ROLE_Authority && Instigator != none && Instigator.IsLocallyControlled())
|
|
{
|
|
HitActor = Trace(HitLocation, HitNormal, OriginalLocation, Location,,, HitInfo, TRACEFLAG_Bullet);
|
|
if (HitActor != none)
|
|
{
|
|
StickHelper.TryStick(HitNormal, HitLocation, HitActor);
|
|
}
|
|
}
|
|
}
|
|
|
|
simulated protected function StopSimulating()
|
|
{
|
|
super.StopSimulating();
|
|
|
|
if (ProjIndicatorEffects!=None)
|
|
{
|
|
ProjIndicatorEffects.DeactivateSystem();
|
|
}
|
|
}
|
|
|
|
/** Spawn several projectiles that explode and linger on impact */
|
|
function SpawnResidualFlames( vector HitLocation, vector HitNormal, vector HitVelocity )
|
|
{
|
|
local int i;
|
|
local vector HitVelDir;
|
|
local float HitVelMag;
|
|
local vector SpawnLoc, SpawnVel;
|
|
|
|
HitVelMag = VSize( HitVelocity );
|
|
HitVelDir = Normal( HitVelocity );
|
|
|
|
SpawnLoc = HitLocation + (HitNormal * 10.f);
|
|
|
|
// spawn random lingering fires (rather, projectiles that cause little fires)
|
|
for( i = 0; i < NumResidualFlames; ++i )
|
|
{
|
|
|
|
SpawnVel = CalculateResidualFlameVelocity( HitNormal, HitVelDir, HitVelMag );
|
|
SpawnResidualFlame( ResidualFlameProjClass, SpawnLoc, SpawnVel );
|
|
}
|
|
}
|
|
|
|
function vector CalculateResidualFlameVelocity( vector HitNormal, vector HitVelDir, float HitVelMag )
|
|
{
|
|
local vector SpawnDir;
|
|
|
|
// apply some spread
|
|
SpawnDir = VRandCone( HitNormal, ResidualFlameHalfConeAngle * DegToRad );
|
|
/*
|
|
// make HitVelDir parallel to contact surface by subtracting component parallel to HitNormal
|
|
SpawnDir = SpawnDir + (-(SpawnDir dot HitNormal) * HitNormal);
|
|
|
|
// apply some more spread to get some of the flames to stick to the wall and others the ground beneath the wall
|
|
// (makes it looks kind of smeared down the wall, like a real molotov)
|
|
SpawnDir = VRandCone( SpawnDir, PI/4 );
|
|
*/
|
|
return SpawnDir * ResidualFlameForceMultiplier;
|
|
}
|
|
|
|
defaultproperties
|
|
{
|
|
ProjFlightTemplate=ParticleSystem'WEP_Thermite_EMIT.FX_Harpoon_Projectile'
|
|
ProjIndicatorTemplate=ParticleSystem'WEP_Thermite_EMIT.FX_Harpoon_Projectile_Indicator'
|
|
|
|
bWarnAIWhenFired=true
|
|
|
|
MaxSpeed=5000.0 //4000.0
|
|
Speed=5000.0 //4000.0
|
|
TerminalVelocity=5000 //4000
|
|
|
|
Physics=PHYS_Falling
|
|
|
|
TossZ=0 //150
|
|
GravityScale=0.36 //0.5//0.7
|
|
|
|
GlassShatterType=FMGS_ShatterAll
|
|
|
|
bCollideComplex=true
|
|
|
|
bIgnoreFoliageTouch=true
|
|
|
|
bBlockedByInstigator=false
|
|
bAlwaysReplicateExplosion=true
|
|
|
|
FuseTime=4.0
|
|
|
|
bNetTemporary=false
|
|
NetPriority=5
|
|
NetUpdateFrequency=200
|
|
|
|
bNoReplicationToInstigator=false
|
|
bUseClientSideHitDetection=true
|
|
bUpdateSimulatedPosition=true
|
|
bSyncToOriginalLocation=true
|
|
bSyncToThirdPersonMuzzleLocation=true
|
|
|
|
PinBoneIdx=INDEX_None
|
|
|
|
bCanBeDamaged=true
|
|
bCanDisintegrate=true
|
|
Begin Object Name=CollisionCylinder
|
|
BlockNonZeroExtent=false
|
|
// for siren scream
|
|
CollideActors=true
|
|
End Object
|
|
|
|
// explosion light
|
|
Begin Object Class=PointLightComponent Name=ExplosionPointLight
|
|
LightColor=(R=252,G=218,B=171,A=255)
|
|
Brightness=4.f
|
|
Radius=2000.f
|
|
FalloffExponent=10.f
|
|
CastShadows=False
|
|
CastStaticShadows=FALSE
|
|
CastDynamicShadows=False
|
|
bCastPerObjectShadows=false
|
|
bEnabled=FALSE
|
|
LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
|
|
End Object
|
|
|
|
// explosion
|
|
Begin Object Class=KFGameExplosion Name=ExploTemplate0 // @todo: change me
|
|
Damage=150 //250
|
|
DamageRadius=500 //600
|
|
DamageFalloffExponent=1.f
|
|
DamageDelay=0.f
|
|
|
|
// Damage Effects
|
|
MyDamageType=class'KFDT_Explosive_Thermite'
|
|
KnockDownStrength=0
|
|
FractureMeshRadius=200.0
|
|
FracturePartVel=500.0
|
|
ExplosionEffects=KFImpactEffectInfo'WEP_Thermite_ARCH.ThermiteHarpoon_Explosion'
|
|
ExplosionSound=AkEvent'WW_WEP_SealSqueal.Play_WEP_SealSqueal_Shoot_Explode'
|
|
|
|
// Dynamic Light
|
|
ExploLight=ExplosionPointLight
|
|
ExploLightStartFadeOutTime=0.0
|
|
ExploLightFadeOutTime=0.2
|
|
|
|
// Camera Shake
|
|
CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.Light_Explosion_Rumble'
|
|
CamShakeInnerRadius=200
|
|
CamShakeOuterRadius=900
|
|
CamShakeFalloff=1.5f
|
|
bOrientCameraShakeTowardsEpicenter=true
|
|
End Object
|
|
ExplosionTemplate=ExploTemplate0
|
|
|
|
ExplosionActorClass=class'KFExplosionActor'
|
|
|
|
bCanStick=true
|
|
bCanPin=true
|
|
Begin Object Class=KFProjectileStickHelper Name=StickHelper0
|
|
End Object
|
|
StickHelper=StickHelper0
|
|
|
|
ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01'
|
|
|
|
ResidualFlameProjClass=class'KFProj_ThermiteSplash'
|
|
NumResidualFlames=4 //it always spawn 1 more than this parameter, so 5
|
|
|
|
ResidualFlameHalfConeAngle=72
|
|
ResidualFlameForceMultiplier=700f; //1000f;
|
|
|
|
} |